A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day.
- Blade Ward: Abjuration; Ward against weapons for 1 round.
- Booming Blade: Evocation; Sheath your weapon with booming energy, damaging a target that attempts to move.
- Chill Touch: Necromancy; Manifest a skeletal hand that deals Necrotic damage and disorients undead.
- Create Bonfire: Conjuration; Conjure a small bonfire on the ground.
- Eldritch Blast: Evocation; Fire a bolt(s) of pure eldritch force.
- Friends: Enchantment; Gain advantage in social situations, but risk the wrath of your target.
- Frostbite: Evocation; Damage a Creature with cold and hinder their attacks with weapons.
- Green-Flame Blade: Evocation; Sheath your weapon in green flame that leaps to a second target.
- Infestation: Conjuration; Conjure a temporary damaging swarm of tiny parasites.
- Lightning Lure: Evocation; Pull a foe towards you with a lash of electricity.
- Mage Hand: Conjuration; Command a floating hand to move objects.
- Magic Stone: Transmutation; Imbue small stones with magic to make them more damaging.
- Mind Sliver: Enchantment; Damage a creature with disorienting Psychic energy.
- Minor Illusion: Illusion; Create a simple sound or image that lasts a short time.
- Poison Spray: Conjuration; Damage a creature with Poison.
- Prestidigitation: Transmutation; Perform minor (arcane) magical tricks.
- Ray of Frost: Evocation; Damage a creature with cold.
- Sword Burst: Conjuration; Conjure a momentary circle of spectral blades to damage foes.
- Thunderclap: Evocation; Damage nearby creatures with a burst of thunderous sound.
- Toll the Dead: Necromancy; Damage a creature with necromantic energy. Hasten dying creatures to their death.
- True Strike: Divination; Magical guidance aids the next attack roll.